(Topic ID: 270721)

Black Rose: Skull and Bones (2.0) New Code by Cardona

By jamescardona

3 years ago


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There are 154 posts in this topic. You are on page 2 of 4.
#51 3 years ago

the artwork I have show so far is just for ideas. Not final. Here is a render I did the other day just to give me ideas for positioning of characters, lighting, etc. I have spent a lot of time out on the ocean and it gets like soup when the fog rolls in.

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#52 3 years ago

the posted images are 1920x1080 so if you want to use it for a desktop background or print then go ahead. It is just for ideas for me right now.

I have a separate computer with a high end graphics card that I only use for renders. It is chugging out graphics almost 24 hours a day. When I am out of production work for it to spit out I play around with test renders for ideas.

Here is another concept render.

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#53 3 years ago

This last one I like a lot less, but again it is not in the game. It is just for ideas and experimentation. I started the render then went to bed and this is what I got in the morning. Yeah, one image can take anywhere from 12 to 36 hours to produce.

I was really trying to make the light shine through the lattice windows and to get light rays to appear in space, but I needed more haze or dust to make the lighting volumetric. I will try again.

promo-rb-brit-adjust (resized).pngpromo-rb-brit-adjust (resized).png
#54 3 years ago
Quoted from jamescardona:

correct. translite, not a backglass.
Anyone is free to make their own art. I can give you the dimensions of the cutout if you want it.

Semantics. The point being is the art fits the period. Yours looks like a low rent cgi porn flick. So shitting on the original art and then showing off your brand new mid 90s point and click adventure screenshot seems ludicrous.

#55 3 years ago

Any chance of doing a Secret of Monkey Island reskin of the new code? Not sure if you ever played that game on the Commodore Amiga/PC. But it would look and sound amazing...

#56 3 years ago
Quoted from thewool:

Any chance of doing a Secret of Monkey Island reskin of the new code? Not sure if you ever played that game on the Commodore Amiga/PC. But it would look and sound amazing...

I didn't know I needed this but wow, now I do! A Monkey Island themed pin would probably be the pin of my dreams.

Seriously, a backglass based of the monkey island 2 box art, new plastics with fitting art, new callouts taken from the games and a Le Chuck figurine somewhere inside would be simply awesome combined with BR's general pirate theme.

Sorry to hijack this thread but the thought of this...ooooh.

#57 3 years ago
Quoted from thewool:

Any chance of doing a Secret of Monkey Island reskin of the new code? Not sure if you ever played that game on the Commodore Amiga/PC. But it would look and sound amazing...

I had a friend who had an amiga back in those days and, yeah, I played that title. It was a lot of fun. Graphics were great for its time as I remember.

3 months later
#58 3 years ago

we have several other content professionals who have joined the team to help produce sound, video, and static artwork assets for NGG2.0 as well as block rose 2.0 and other future titles that are currently in production. It is an exciting time right now!

#59 3 years ago

Information concerning all of the pinball-related projects will be posted to my facebook page if you would like to follow there:
https://www.facebook.com/Cardona-Pinball-Designs-102869057961683

4 months later
#60 2 years ago

Wow, what an undertaking! Congrats! Black Rose is an under-rated game, and the electronic music is great and builds excitement and sounds like what pirate electronic music would sound like. Cannon is very cool and the return ramp ids perfect for cannon ball firing back. And the video modes, other than escaping the shark, are great and quick. And they even have levels in original game. What I WISH is someone would make an ALTERNATIVE BACKGLASS for the game as it looks like great hand drawn art, but it is pale compared to other games of the same era, and too much orange/brown in it, especially along with orange dot matrix. If there was a game that needed an alternative mylar, this is it! I applaud you for doing all this hard work, and while it may be too over the top change for some, it's great this is an option, and hopefully someone could do a minor code re-do to improve things for the original version.

10 months later
#61 2 years ago

Any updates on the new code. I would like to see the option of a basic rule change code like Jurassic Park has had.

4 months later
#62 1 year ago
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#63 1 year ago

2nd black rose in the house

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#64 1 year ago

new rule sheet card for black rose: skull and bones

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#65 1 year ago

here's the latest pdf. any constructive comments appreciated!

BlackRose_betaTest_rulesheet_online.pdfBlackRose_betaTest_rulesheet_online.pdf
#66 1 year ago

click on it to see page 2

#67 1 year ago

in general, I only use white super bright LEDs but for the cannon I made an exception

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#68 1 year ago

just received 4 more translites for the beta test machines. hopefully these will be out in the wild soon.

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#69 1 year ago

the difference in the shine on these is tremendous. the one on the right has the protective coating removed and it really pops in person. looks great whether or not it is backlit

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#70 1 year ago

For your consideration, I did fire led in this spot and it looks great. Also tried blue fire also loons awesome

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#71 1 year ago

do you need any beta testers?

#72 1 year ago
Quoted from Bax1:

do you need any beta testers?

currently have 3 beta testers but we are always looking for more. We had 5 for NGG2.0

#73 1 year ago

friends please don't do this

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#74 1 year ago

this was a reimport that someone hacked. once all the fixes in, will be putting this 2.0 machine on location.

#75 1 year ago

came across an interesting situation and am looking for some players' opinions. I've noticed that when the ball rolls over the cannon cover that it sometimes pops up a little due to the weight of the ball. Just this morning while playing a multiball mode, that happened when two of the balls were there and oddly enough one of the balls popped open the flap and the other ball fell into the cannon from the top. So now the ball is in a place that the game logic thinks is not possible since the davy jones ramp was down.

Right now the logic would leave the ball there, which means the player only has to deal with a single ball during a multiball mode. When the player drains that ball the game would eventually go into ball search and eject the ball stuck in the cannon. no big deal.

But, I was thinking of adding a check to all the multiball modes that if a ball finds its way into the cannon then it will be auto-ejected but maybe that is overkill as seeing that is such a rare event. If a machine had dirty optos I could see where the cannon would constantly fire during multiball. Of course, games shouldn't have dirty optos either.

Anyway, looking for opinions. I could also add the check and then put a setting in the menu to enable or disable such a check as well. Maybe I am overthinking this.
opinions?

#76 1 year ago

made some old-skool looking instruction cards for those who didn't like the qr code card

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#77 1 year ago
Quoted from jamescardona:

came across an interesting situation and am looking for some players' opinions. I've noticed that when the ball rolls over the cannon cover that it sometimes pops up a little due to the weight of the ball. Just this morning while playing a multiball mode, that happened when two of the balls were there and oddly enough one of the balls popped open the flap and the other ball fell into the cannon from the top. So now the ball is in a place that the game logic thinks is not possible since the davy jones ramp was down.
Right now the logic would leave the ball there, which means the player only has to deal with a single ball during a multiball mode. When the player drains that ball the game would eventually go into ball search and eject the ball stuck in the cannon. no big deal.
But, I was thinking of adding a check to all the multiball modes that if a ball finds its way into the cannon then it will be auto-ejected but maybe that is overkill as seeing that is such a rare event. If a machine had dirty optos I could see where the cannon would constantly fire during multiball. Of course, games shouldn't have dirty optos either.
Anyway, looking for opinions. I could also add the check and then put a setting in the menu to enable or disable such a check as well. Maybe I am overthinking this.
opinions?

I would reward that occurence as a super secret multiball jackpot or something similar. Give a nominal socre bonus for loading it during multiball like that, but then if you can shoot a lit jackpot shot you get 5x jackpot.

#78 1 year ago
Quoted from robm:

I would reward that occurence as a super secret multiball jackpot or something similar. Give a nominal socre bonus for loading it during multiball like that, but then if you can shoot a lit jackpot shot you get 5x jackpot.

this is an interesting concept - having it something people would intentially try to make happen for a huge reward. I had not thought of that!

#79 1 year ago

hardware platform we are using is made by FAST. For those interested here is some info.
https://docs.fastpinball.com/retro/
I understand that this is the same hardware being used by Pedretti's funhouse: rudy's nightmare as well as the TOTAN 2.0 kits.
There are separate versions of the boards for wpc89 and wpc95.

#80 1 year ago

quick teaser video on black rose: skull and bones

#81 1 year ago

black rose: skull and bones is on location at the delaware pinball collective. this is in beta test so if you have feedback for us then we certainly appreciate your help in making the game better!

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#82 1 year ago

47 plays on the machine at the delaware pinball collective and lots of constructive feedback. thanks to all who are putting in the time! I put in about 10 or so tweaks based on that feedback already. I will be recording more voice calls this week that will go in next weekend.

2 weeks later
#83 1 year ago

black rose: skull and bones is getting a lot of play at the delaware pinball collective and the result is lots and lots of feedback! I have been making changes and testing those on my home machine and installing the updates at the delaware pinball collective on tuesday nights. By the way, I will be at the delaware pinball collective every tuesday night if anyone wants to provide feedback verbally instead of sending me emails. Also, we can just talk pinball!

#84 1 year ago

Black Rose: Skull and Bones has a very strategic skill shot and the way you play it can set the tone for your whole game. This is because the skill shot bonuses that are available on subsequent balls depend on which skill shot you made on the previous ball. Add to that, the choice of 3 different skill shot bonuses and you have a lot of variety and a lot of strategies to consider here.

For example, on ball one the avaialbe skill shot bonuses are:
enable adventure at the broadside
2X scoring
Add 3 cannons

I see a lot of people who just start playing the game and don't know the rules going for the 2X scoring and indeed this is not a bad choice. If you make the shot, ball 2's skill shot will be 3X scoring and if you make that one as well, then ball 3's shot will be 4X scoring. And that ain't bad.

However, a lot of people find enabling an adventure at the broadside to be difficult as you need to make 9 shots (on hard mode) to do this so that is another worthy choice.

The "add 3 cannons" might not seem like it is much, but if you make that shot then the ball 2 skill shot will be "add 6 cannons" and if you make that then ball 3's skill shot is "enable sink ship" which is a wizard mode and worth a ton of points. Obviously, you need to make all three of those though so if you are not super confident then you might not go this path. The reward is huge though so it is something to consider.

#85 1 year ago

Black Rose is a manual plunger game only and then it makes for some interesting coding around multiballs. When Pedretti released Funhouse: Rudy's nightmare we saw that one of the major complaints was that there was nothing really forcing player's to launch the ball off the shooter lane so we made some code rules to handle that situation.

In Black Rose: Skull and Bones if a multiball mode is started, the ball hels in the saucer is not released until the player launches the ball off the shooter lane. Once that happens a ball can get back on the shooter lane through a ball save, if enabled, or if the wire gate is missing or malfunctioning so we wanted to handle that situation as well. So in Black Rose: Skull and Bones if a ball finds it way to the shooter lane during a multiball mode the player has 5 seconds to put it back in play. If the 5 seconds goes by and the ball is still there then all mode target lights go out and any available special shot for that particular mode is turned off. Additionally, any mode multipliers are reduced to their base values. So, in effect, you could keep playing that way but you won't be getting much for points so you certianly won't want to do that. We also added a voice callout reminder that comes on every 5 seconds or so to alert you to the fact that you need to launch.

In the future, we are hoping to develop an auto launcher that is compatible with this era of wpc games but for now the above works really well.

#86 1 year ago

A lot of the Black Rose: Skull and Bones beta-testers are also people who play tournaments and then they are aware of exploits in a lot of games and that is something that we are trying to eliminate. In pinball, games that have exploits are not usually used in tournaments unless someone like Soren has created a modified "tournament rom" to eliminate the exploit. so yeah, we are looking at this and constantly trying to find exploits.
In the original Black Rose code from 1992 the obvious exploit ws to shoot the whirlpool ramp pretty much endlessly as the shot was relatively easy and very safe and it could chain up to a 1 million point shot as well as an extra ball depending on settings. Some people could hut this shot 50 times in a row and certainly would.
This leads to boring pinball so we elimanted this with Black Rose: Skull and Bones.

So in Black Rose: Skull and Bones, you are limited to 10 shots at the whirlpool ramp per ball. After 10 shots, the point value for the shot drops to 25k and no longer scales up with subsequent shots. What makes scoring well on this shot is that the timer is quite short so if you shoot the shot and miss the next one the point value will start dropping right away and then you just lost one of your point jumps as you will need to reshoot it.

What we are trying to do is make the game more fun, more challenging, and more rewarding and remove all of the repetitive boring elements to make better pinball.

#87 1 year ago

I will be at the tournament on Saturday at the Delaware Pinball Collective. I see a lot of out of towners are on the list so if you are there and want to talk then hit me up!

#88 1 year ago

I have been trying to keep people updated with the inner workings and what I have been going through in launching these kits but now that no good gofers: battle for the green is getting really close to a launch date, I am going to have to go dark on black rose for a bit as I will be putting all my time and focus into making the no good gofers kit a truly positive experience for everyone. Black Rose: skull and bones is still on beta so if you want to play it at our location then that is super cool, however, I will probably not have much time to post on this thread for a while.

3 weeks later
#89 1 year ago
Quoted from jamescardona:

I have been trying to keep people updated with the inner workings and what I have been going through in launching these kits but now that no good gofers: battle for the green is getting really close to a launch date, I am going to have to go dark on black rose for a bit as I will be putting all my time and focus into making the no good gofers kit a truly positive experience for everyone. Black Rose: skull and bones is still on beta so if you want to play it at our location then that is super cool, however, I will probably not have much time to post on this thread for a while.

I'm hoping I can see a prototype near me in Reno Nevada to see if I want to purchase this when it does come out. Honestly I kind of prefer the original black rose female model but this game looks freaking amazing!

1 week later
#90 1 year ago
Quoted from Atari_The_Jedi:

I'm hoping I can see a prototype near me in Reno Nevada to see if I want to purchase this when it does come out. Honestly I kind of prefer the original black rose female model but this game looks freaking amazing!

we will soon be sending kits to our beta testers out west. right now we have 1 in nevada which is planetary pinball supply. They have been taking our no good gofers: battle for the green to the area shows this year and was at pin a go go most recently. I suspect that once they have the black rose: skull and bones that that would happen as well. We are pursuing a few other beta test locations and one is in the pacific northwest.

It is our goal to get these machines to as many shows as possible.

3 months later
#91 1 year ago
Quoted from jamescardona:

made some old-skool looking instruction cards for those who didn't like the qr code card
[quoted image][quoted image]

Can I get these old school looking cards off the website? I do like it more than the QR. And like a lot of people I'm super excited about this. Also my machine is running well and I can help beta test if necessary.

#92 1 year ago
Quoted from Atari_The_Jedi:

Can I get these old school looking cards off the website? I do like it more than the QR. And like a lot of people I'm super excited about this. Also my machine is running well and I can help beta test if necessary.

the instruction cards are included with the kits. We provide several cards so you can choose which ones you want to display

3 weeks later
#93 1 year ago

updated the information sheet.

Black Rose: Skull and Bones (BR:SnB)
A Licensed “2.0” Upgrade Kit by Cardona Pinball Designs
Available SOON
MSRP $2199US

Includes everything you need to install Black Rose: Skull and Bones into a Black Rose Pinball machine.
• display panel with an industrial 15.6 inch monitor, and associated cabling.
• FAST Interface controller board (to be installed in the removed CPU location).
• CPU panel that includes CPU, FAST audio and accessory controller, and associated cabling (to be installed in the removed audio/video board location).
• Power Supply with fuse block and associated cabling.
• Translite.

Note: Interface controller offers the ability to add future expansion components such as shaker motors, RGB lighting kits, and the interactiveTopper .

About Black Rose: Skull and Bones:
Captain Maria Cortez is the captain of the most famous of all pirating ships to raid the seven seas, the Black Rose, and her first mate, Red Beard, is plotting to snatch it from her. If he can convince enough of the crew to his side there'll be mutiny in the offing.
Who's side are yer on, matey?

cardonapinball.com contains links to videos of game play, installation of a kit, pre-installation steps, troubleshooting, and a demo video as well as manuals, flyers, promo material, and other documents that can be downloaded.
promotional video

game play



installation video


troubleshooting videos


Questions:
Does your kit include a new translite?
yes

Can your kit play the original game?
Yes. The upgrade kit will play the original game. Additionally, in future updates we plan to add functionality to the original game where appropriate.

About Cardona Pinball Designs:
Cardona Pinball Designs is licensed by Planetary Pinball Supply to create 2.0 game kits for Bally-Williams titles and has been working toward this end for approximately four years. Our main expertise is software and we subcontract or partner with professionals for other specialized work. For example, FAST is creating our hardware and we also use several artists and voice actors for content creation.

Our titles receive heavy public beta testing. Black Rose: Skull and Bones has been at the Delaware Pinball Collective in Wilmington, Delaware since 2022 ( https://www.delawarepinballcollective.com).

Black Rose: Skull and Bones has also been to several pinball shows such as:
• White Rose Gameroom Show ( http://www.theyorkshow.com)
• PinFest (http://www.pinfestival.com)
• Golden State Pinball Festival (https://www.goldenstatepinball.org)
• Northwest Pinball and Gameroom Show (http://www.nwpinballshow.com)
• Pin-a-go-go (http://www.pin-a-go-go.org)
• Texas Pinball Festival (https://www.texaspinball.com )

#94 1 year ago

we are also planning to attend Texas Pinball Festival this year. This will be my first time and anyone who wants to chat, find me at the Planetary Pinball booth and play some Black Rose: Skull and Bones!

https://www.texaspinball.com/

#95 1 year ago

black rose: skull and bones at another beta test location.

Love the topper!

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#96 1 year ago
Quoted from jamescardona:

black rose: skull and bones at another beta test location.
Love the topper!
[quoted image]

There'll be another location soon of course with another unique topper so excited I can't wait!

#97 1 year ago

we will be at PinFest (http://www.pinfestival.com) this year and we have a good booth planned. Come check us out!

2 weeks later
#98 1 year ago

Too bad you're so far from Edmonton. Would love to see your game at YEGPIN!

#99 1 year ago

black rose: skull and bones real popular at the texaspinball.com show so yeah, I'm smirking. thanks to Stephen for bringing his game!

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#100 1 year ago

well, texaspinball.com is in the books for 2023. had a blast! meet a lot of really cool pinball people!

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